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So, after having played the Invasion 1944 mod with ARPS recently, I've decided to make a small campaign for it, to try out some new tactical goodness. It would be approx. 3 missions, one each - presumably - per

-DAY TBA- over 3 weeks. Probably 1-2h playtime each, mostly dependent on in-game strategies and efficiency. There'll be sign-ups for playable roles (which are sticky'd for each player through-out) for continuity and tacticalness.. err. Yes.

It would be played on -MAP TBA-, on Veteran, with hierarchical command (Squad > Fireteam > Soldier) and using only direct communication VON. So, perhaps not for everyone. Number of roles depending on people willing.

Direct comms VON hasen't worked satisfactory and mumble is always to the rescue. However, I'm very keen on using ACRE instead. Hold on, hang on! Yes, ACRE IS bound to be a hassle. The desired in-game direct communication effect I'm looking for, however, works beautifully with it. It would also make use of the RTO's as they'd be the only ones able to communicate with sister squads. But, is it worth it? Either we do this mandatory or not at all (Mumble groups instead). The installation alone is a multiple files/folders deal and requires TS3 (we'd be using a new private TS3 server). Using ACRE would mean that you (not RTO-you!) would only be able to communicate with people in your immediate vicinity, enforcing sticking togetherness, firefight pandemonium and a great [harder] experience. ACRE is at: http://www.armaholic.com/page.php?id=11339. Naturally I'll offer my non-expert services in helping with installation if needed. Afaik no other -working- option for direct communication exists, hence this.

BUT, I want to hear what you think. This is yet just an idea, nothing set in stone. There's even a poll(!).

Hmm. I know last time around we had revive, but to me, being a medic whilst having revive on always felt that I had a bit of a redundant role, as medics were not really into the life saving business, but only to the apply bandage busininess.

Mabye everyone can revive, but people will still be wounded afterwards? Along with stricter timelimts?

As probably already known by many, I am not a big fan of revive, but making it a more tense affair would certainly help. My problem is that Revive makes dying an annoyance instead of a definitive state, but mabye making it Left 4 Dead style affair (as in, very tense) could help.

As DOG 1, and someone who always has some kind of problem with VON, I could try this and see how it goes... Is it really that hard to set it up?

So far it seems to be. Though for some, after installing/sorting files and running it, it's a done deal. Hit me whenever you're online and if you want to try it out.

Originally Posted by Grizzly

Mabye everyone can revive, but people will still be wounded afterwards? Along with stricter timelimts?

As probably already known by many, I am not a big fan of revive, but making it a more tense affair would certainly help. My problem is that Revive makes dying an annoyance instead of a definitive state, but mabye making it Left 4 Dead style affair (as in, very tense) could help.

The plan was/is to have revive without respawn, no time-limit, the 20ish second revive animation and medic-only heals needed afterwards. Also prolonging the heal action is tempting. Although not as unforgiving as the permanent DED-state, it should force fireteams to maneuver into "covering mode" whilst the casualty is being treated and add complexity more than annoyance (hopefully). Granted, the fear of having to sit out for the rest of the mission isn't there, but making firefights more complicated for your teammates and the squad at large should dampen the urge to rambo.
The alternative of giving only the medics the revive action is an option, but not that's too appealing to be honest. As these are planned as longer-than-average sessions, it'd be great if everyone had a chance to see it through whilst holding a rifle. Anywho, that's how I'm reasoning at the moment.

So far it seems to be. Though for some, after installing/sorting files and running it, it's a done deal. Hit me whenever you're online and if you want to try it out.

Thanks, I ll download it and see how it goes and if I need help I ll give you a shout.

I agree with your thoughts on revive. The times I played medic and when I was the sole person able to revive were fun for me, I don't know about the people waiting to be revived. I think generally though the aim should be for everyone to be able to continue playing even if something happens to them, and not spectate for the next 2 hours...

So far it seems to be. Though for some, after installing/sorting files and running it, it's a done deal. Hit me whenever you're online and if you want to try it out.

The plan was/is to have revive without respawn, no time-limit, the 20ish second revive animation and medic-only heals needed afterwards. Also prolonging the heal action is tempting. Although not as unforgiving as the permanent DED-state, it should force fireteams to maneuver into "covering mode" whilst the casualty is being treated and add complexity more than annoyance (hopefully). Granted, the fear of having to sit out for the rest of the mission isn't there, but making firefights more complicated for your teammates and the squad at large should dampen the urge to rambo.
The alternative of giving only the medics the revive action is an option, but not that's too appealing to be honest. As these are planned as longer-than-average sessions, it'd be great if everyone had a chance to see it through whilst holding a rifle. Anywho, that's how I'm reasoning at the moment.

Sounds good. I came up with an idea whilst I was supposed to listen to rambling about fossils: How about that one uses the standard BIS revive script, but ensure that nobody actually can die (so no progressing beyond 'mortally wounded')? Not that it makes all that much of a difference from the method described above, but I still wanted to put it out here.

I think just using standard BiS revive would work fine, so long as you don't get too far from your squad you can normally be helped up unless you get into a serious firefight where you're too exposed to be revived or get hit by something heavy (tank shell, AA fire) and perma-die. In all honesty this seems fair enough.

Or maybe use standard revive system but ONLY allow revive (hence) no respawn and have a moderate timeout on it, say 1-2 minutes before perma-death?

Or maybe use standard revive system but ONLY allow revive (hence) no respawn and have a moderate timeout on it, say 1-2 minutes before perma-death?

That is a good idea, makes it a lot more hectic. Although for this I'm not too hot on having perma-death enabled, so it'll be no time-limit revive (without respawn).

Originally Posted by MrWeed

So what's the status now?Are we using ACRE or that Mumble plugin head was working on or not?I'd like to set up things in advance, preferably until Friday.

Even though the poll results are a bit low compared to the player list, we're doing ACRE for this one. Unfortunately Head's plugin isn't completed, which is a real shame as it's a absolute beaut when it works. But, so, yeah. This will be a test for both for those who want to try it out in action and to decide if it's viable for the last session as well. ACRE will be mandatory so for those so-far two who voted no, I'm sorry :/ I really hope that you'll still join in .

As for the practical parts of getting ACRE running, I'll run a brief in-game introduction on thursday 1900 GMT, without I44 on the mods server if you haven't tested it out by then or just want to join in. In the meanwhile (although only RTO's will be using radios), please check out Head's excellent ACRE radio tutorial: Part 1, Part 2.

As for the playerlist, we were missing a lot of people last time and I have a feeling we'll be missing even more on caturday. Not yet sure if we just let the non-essential roles go first come first serve or if we do a new list. The second alternative would be a lot easier for planning and slotting but would require a new and complete headcount.